Tides of Numenera had no trash combat and most people here hated it more than Torment which does because what it did have wasn't good enough.
The category of trash combat is not about quantity as much as quality. Encounter design in TToN is so uninspired that all of its combat is basically trash, even if there's not that much of it.Tides of Numenera had no trash combat and most people here hated it more than Torment which does because what it did have wasn't good enough.
kangmaker made me realise that I like to create builds that somehow cheat resources, like using aoe intimidate to scare enemies awayTides of Numenera had no trash combat and most people here hated it more than Torment which does because what it did have wasn't good enough.
Tides of Purple Prose had a lot of problems. Their attempt to limit combat to meaningful encounters was admirable even if they didn't pull it off very well.
I've always liked the Paizo and 3.5 ideal school of encounter design, 3-4 "difficult" encounters per adventure day. It offers a good balance of sapping the party's resources whilst allowing DMs to design reasonable encounters.
For years, I have longed for an RPG with no combat. Having played one (The Council) and dipped my toes in two more (Disco and Titan Outpost), I now think that the old formula of RPG with avoidable combat is vastly superior.
Don't get me wrong, I'm not saying your game is the same as DE, and I absolutely have no business commenting on the depth of its systems since I only played it for an hour or so before deciding to wait for patches. My post was more about my personal preferences changing than a criticism of those games.What I set out to do with Titan Outpost is replace combat with other interesting mechanics that are tied to the character system. The game is an order of magnitude more complex than Disco and actually models and simulates a world where the rules of the system are applied, rather than being a series of scripted events and dialogue checks.
This sounds like it falls into the Harvest Moon category I described on the previous page. I still need to buy it and play it.What I set out to do with Titan Outpost is replace combat with other interesting mechanics that are tied to the character system. The game is an order of magnitude more complex than Disco and actually models and simulates a world where the rules of the system are applied, rather than being a series of scripted events and dialogue checks.
This sounds like it falls into the Harvest Moon category I described on the previous page. I still need to buy it and play it.
Autism is bliss.Trash combat because if it's turn-based, I can still enjoy it.
CRPGs are combat simulators so the question is invalid.
"Would you rather have a football game with bad football or no football?"
"Would you rather have a racing game with bad racing or no racing?"
etc.
Dungeon Rats had almost no trash combat. And which it had, was cut down in patches.Tides of Numenera had no trash combat and most people here hated it more than Torment which does because what it did have wasn't good enough.
The category of trash combat is not about quantity as much as quality. Encounter design in TToN is so uninspired that all of its combat is basically trash, even if there's not that much of it.
One man's tedium is another man's comfort. You're on a forum for RPG's. Undeniably, RPG's are the most autistic genre of games to ever exist.Autism is bliss.
That's point and click adventure games.One man's tedium is another man's comfort. You're on a forum for RPG's. Undeniably, RPG's are the most autistic genre of games to ever exist.Autism is bliss.
And?The category of trash combat is not about quantity as much as quality. Encounter design in TToN is so uninspired that all of its combat is basically trash, even if there's not that much of it.
There are four mandatory crises in ToN; the tutorial battle, running away from the Sorrow, massaging the sphincter in the Bloom, and waiting for the device to activate while everyone attacks the Sorrow. There's only one place where you actually have to fight things, the tutorial.
That's less for autists and more for dads. RPG's are for people who want to vicariously live as someone who can talk to women.That's point and click adventure games.One man's tedium is another man's comfort. You're on a forum for RPG's. Undeniably, RPG's are the most autistic genre of games to ever exist.Autism is bliss.